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  /external/mesa3d/src/gallium/drivers/r300/
r300_fs.h 38 /* Whether the shader was replaced by a dummy one due to a shader
66 /* Currently-bound fragment shader. */
67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader
77 /* Return TRUE if the shader was switched and should be re-emitted. */
84 return (fs->shader->code.writes_depth) ? TRUE : FALSE;
91 return (fs->shader->write_all) ? TRUE : FALSE;
  /external/swiftshader/src/D3D9/
D3D9.cpp 34 virtual int __stdcall ValidateShader(long *shader, long *shader1, long *shader2, long *shader3);
35 virtual int __stdcall ValidateShader2(long *shader);
36 virtual int __stdcall ValidateShader3(long *shader, long *shader1, long *shader2, long *shader3);
37 virtual int __stdcall ValidateShader4(long *shader, long *shader1, long *shader2, long *shader3);
38 virtual int __stdcall ValidateShader5(long *shader, long *shader1, long *shader2);
39 virtual int __stdcall ValidateShader6(long *shader, long *shader1, long *shader2, long *shader3);
50 int __stdcall Direct3DShaderValidator9::ValidateShader(long *shader, long *shader1, long *shader2, long *shader3) // FIXME
59 int __stdcall Direct3DShaderValidator9::ValidateShader2(long *shader) // FIXME
68 int __stdcall Direct3DShaderValidator9::ValidateShader3(long *shader, long *shader1, long *shader2, long *shader3)
77 int __stdcall Direct3DShaderValidator9::ValidateShader4(long *shader, long *shader1, long *shader2, long *shader3
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  /frameworks/base/libs/hwui/
ProgramCache.h 54 void generateBlend(String8& shader, const char* name, SkBlendMode mode);
55 void generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT);
57 void printLongString(const String8& shader) const;
  /external/deqp/framework/randomshaders/
rsgShaderGenerator.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Shader generator.
92 void genVertexPassthrough (GeneratorState& state, Shader& shader)
94 // Create copies from shader inputs to outputs
116 // Update value range. This will be stored into shader input info.
120 createAssignment(shader.getMain().getBody(), entry->getVariable(), inVar);
124 void genFragmentPassthrough (GeneratorState& state, Shader& shader)
133 createAssignment(shader.getMain().getBody(), fragColorEntry->getVariable(), inColorVariable)
    [all...]
rsgShaderGenerator.hpp 4 * drawElements Quality Program Random Shader Generator
23 * \brief Shader generator.
42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_vs_llvm.c 42 vs_llvm_prepare(struct draw_vertex_shader *shader,
45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
49 vs_llvm_run_linear( struct draw_vertex_shader *shader,
67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local
70 li = first_elem(&shader->variants);
71 while(!at_end(&shader->variants, li)) {
77 assert(shader->variants_cached == 0);
draw_vs.h 53 unsigned vs_output:8; /* which vertex shader output is this? */
87 void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader,
92 void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader,
116 /* Extracted from shader:
125 struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader,
129 void (*prepare)( struct draw_vertex_shader *shader,
132 /* Run the shader - this interface will get cleaned up in the
135 void (*run_linear)( struct draw_vertex_shader *shader,
  /external/mesa3d/src/gallium/auxiliary/rbug/
rbug_shader.h 54 rbug_shader_t shader; member in struct:rbug_proto_shader_info
61 rbug_shader_t shader; member in struct:rbug_proto_shader_disable
69 rbug_shader_t shader; member in struct:rbug_proto_shader_replace
99 rbug_shader_t shader,
104 rbug_shader_t shader,
110 rbug_shader_t shader,
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_median_filter.c 49 struct ureg_program *shader; local
53 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
vl_matrix_filter.c 51 struct ureg_program *shader; local
55 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
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  /external/mesa3d/src/gallium/drivers/r600/
evergreen_compute.c 123 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local
136 shader->ctx = (struct r600_context*)ctx;
137 shader->resources = (struct evergreen_compute_resource*)
140 shader->local_size = cso->req_local_mem; ///TODO: assert it
141 shader->private_size = cso->req_private_mem;
142 shader->input_size = cso->req_input_mem;
145 shader->mod = llvm_parse_bitcode(code, header->num_bytes);
147 r600_compute_shader_create(ctx_, shader->mod, &shader->bc);
149 shader->shader_code_bo = r600_compute_buffer_alloc_vram(ctx->screen
162 struct r600_pipe_compute *shader = (struct r600_pipe_compute *)state; local
195 struct r600_pipe_compute *shader = ctx->cs_shader_state.shader; local
430 struct r600_pipe_compute *shader = state->shader; local
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  /external/mesa3d/src/glsl/
test_optpass.cpp 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
192 printf(" --vertex-shader: test with a vertex shader (the default)\n");
193 printf(" --fragment-shader: test with a fragment shader\n");
204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
205 shader->Type = shader_type;
210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader)
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_shader.c 46 * Create a new fragment shader variant.
54 struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader;
59 /* get new shader that implements polygon stippling */
80 &fs->shader);
132 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
136 &state->shader);
138 FREE((void *) state->shader.tokens);
160 /* This depends on the current fragment shader and must always be
200 FREE((void *) state->shader.tokens);
216 /* copy shader tokens, the ones passed in will go away
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_fragshader.c 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
134 if (shader->NumPasses < 2) {
140 for (pass = 0; pass < shader->NumPasses; pass++) {
143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) {
145 struct atifs_instruction *inst = &shader->Instructions[pass][pc];
284 if (sat || (pc == (shader->numArithInstr[pass] - 1) &&
285 ((pass == 1) || (shader->NumPasses == 1))))
327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
334 if (shader->swizzlerq & (1 << (2 * reg)))
350 if (shader->NumPasses < 2)
505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
    [all...]
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_vs.c 52 /* copy shader tokens, the ones passed in will go away.
54 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
55 if (state->shader.tokens == NULL)
63 debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) state);
71 FREE( (void *)state->shader.tokens );
106 FREE( (void *)state->shader.tokens );
lp_state_fs.c 35 * - fragment shader
48 * the fragment shader needs typically to be done in floats, but the
100 /** Fragment shader number (for debugging) */
212 * Generate the fragment shader, depth/stencil test, and alpha tests.
218 struct lp_fragment_shader *shader,
235 const struct tgsi_token *tokens = shader->base.tokens;
243 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
244 shader->info.base.num_inputs < 3 &&
245 shader->info.base.num_instructions < 8);
261 if (!shader->info.base.writes_z)
1307 struct lp_fragment_shader *shader; local
1462 struct lp_fragment_shader *shader = fs; local
1663 struct lp_fragment_shader *shader = lp->fs; local
    [all...]
  /external/skia/src/core/
SkColorSpaceXformer.cpp 59 sk_sp<SkShader> SkColorSpaceXformer::apply(const SkShader* shader) {
61 if (shader->isConstant() && shader->asLuminanceColor(&color)) {
63 ->makeWithLocalMatrix(shader->getLocalMatrix());
68 if (auto img = shader->isAImage(&local, xy)) {
73 if (shader->asACompose(&compose)) {
78 ->makeWithLocalMatrix(shader->getLocalMatrix());
84 if (auto type = shader->asAGradient(&gradient)) {
90 shader->asAGradient(&gradient);
108 &shader->getLocalMatrix())
    [all...]
  /external/skia/tools/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/mesa3d/src/gallium/drivers/rbug/
rbug_objects.h 61 void *shader; member in struct:rbug_shader
175 struct rbug_shader *shader; local
179 shader = rbug_shader(_state);
180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
  /external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlShader.java 36 // Helper class for handling OpenGL shaders and shader programs.
44 int shader = GLES20.glCreateShader(shaderType); local
45 GLES20.glShaderSource(shader, source);
46 GLES20.glCompileShader(shader);
47 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0);
49 Logging.e(TAG, "Could not compile shader " + shaderType + ":" +
50 GLES20.glGetShaderInfoLog(shader));
51 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
54 return shader;
128 Logging.d(TAG, "Deleting shader.")
    [all...]
  /frameworks/native/opengl/tools/glgen/stubs/gles11/
glGetShaderSource.cpp 1 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
4 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jintArray length_ref, jint lengthOffset, jbyteArray source_ref, jint sourceOffset) {
46 (GLuint)shader,
66 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
69 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jobject length_buf, jbyte source) {
81 (GLuint)shader,
91 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
92 static jstring android_glGetShaderSource(JNIEnv *_env, jobject, jint shader) {
94 glGetShaderiv((GLuint)shader, GL_SHADER_SOURCE_LENGTH, &shaderLen);
103 glGetShaderSource(shader, shaderLen, NULL, buf)
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  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
    [all...]
  /frameworks/native/opengl/tests/gldual/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
    [all...]
  /frameworks/native/services/surfaceflinger/RenderEngine/
Program.cpp 98 GLuint shader = glCreateShader(type); local
99 glShaderSource(shader, 1, &source, 0);
100 glCompileShader(shader);
102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
107 glGetShaderInfoLog(shader, sizeof(log), 0, log);
108 ALOGE("Error while compiling shader: \n%s\n%s", source, log);
109 glDeleteShader(shader);
112 return shader;
116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local
118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l)
    [all...]
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
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